// Bullet Continuous Collision Detection and Physics Library // Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ // // Vector.h // // Copyright (c) 2006 Simon Hobbs // // This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. #ifndef BULLET_VECTOR_H #define BULLET_VECTOR_H #include "VectorBase.h" class Point3; class Vector4; //////////////////////////////////////////////////////////////////////////////// // Vector3 __declspec(align(16)) class Vector3 : public Vector4Base { public: BULLET_ALIGNED_NEW_AND_DELETE // constructors Vector3(); Vector3(const Vector3& v); Vector3(float x, float y, float z); Vector3(const Scalar& x, const Scalar& y, const Scalar& z); // construction to constant Vector3(const Maths::ZeroTag&); Vector3(const Maths::UnitXTag&); Vector3(const Maths::UnitYTag&); Vector3(const Maths::UnitZTag&); Vector3(const Maths::UnitNegXTag&); Vector3(const Maths::UnitNegYTag&); Vector3(const Maths::UnitNegZTag&); // explicit constructors explicit Vector3(const __m128 b); explicit Vector3(const Vector4Base& v); explicit Vector3(const Scalar& v); explicit Vector3(const Point3& v); explicit Vector3(const Vector4& v); explicit Vector3(const float* p); // assignment const Vector3& operator=(const Vector3& v); // assignment to constant const Vector3& operator=(const Maths::ZeroTag&); const Vector3& operator=(const Maths::UnitXTag&); const Vector3& operator=(const Maths::UnitYTag&); const Vector3& operator=(const Maths::UnitZTag&); const Vector3& operator=(const Maths::UnitNegXTag&); const Vector3& operator=(const Maths::UnitNegYTag&); const Vector3& operator=(const Maths::UnitNegZTag&); // in place operations void operator+=(const Vector3& b); void operator-=(const Vector3& b); void operator*=(const Vector3& b); void operator/=(const Vector3& b); void operator*=(const Scalar& s); void operator/=(const Scalar& s); // operations friend const Vector3 operator-(const Vector3& a); friend const Vector3 operator+(const Vector3& a, const Vector3& b); friend const Vector3 operator-(const Vector3& a, const Vector3& b); friend const Vector3 operator*(const Vector3& a, const Vector3& b); friend const Vector3 operator/(const Vector3& a, const Vector3& b); friend const Vector3 operator*(const Vector3& a, const Scalar& s); friend const Vector3 operator*(const Scalar& s, const Vector3& a); friend const Vector3 operator/(const Vector3& a, const Scalar& s); friend const Vector3 Abs(const Vector3& a); friend const Vector3 Rcp(const Vector3& a); friend const Vector3 Rsqrt(const Vector3& a); friend const Vector3 Sqrt(const Vector3& a); friend const Vector3 RcpNr(const Vector3& a); friend const Vector3 RsqrtNr(const Vector3& a); friend const Scalar Sum(const Vector3& a); friend const Scalar Dot(const Vector3& a, const Vector3& b); friend const Vector3 Cross(const Vector3& a, const Vector3& b); friend const Vector3 Min(const Vector3& a, const Vector3& b); friend const Vector3 Max(const Vector3& a, const Vector3& b); friend const Vector3 Clamp(const Vector3& v, const Vector3& min, const Vector3& max); friend const Scalar MinComp(const Vector3& a); friend const Scalar MaxComp(const Vector3& a); friend const int MinCompIndex(const Vector3& a); friend const int MaxCompIndex(const Vector3& a); friend const Scalar Length(const Vector3& a); friend const Scalar LengthSqr(const Vector3& a); friend const Scalar LengthRcp(const Vector3& a); friend const Vector3 Normalize(const Vector3& a); friend const Scalar LengthFast(const Vector3& a); friend const Scalar LengthRcpFast(const Vector3& a); friend const Vector3 NormalizeFast(const Vector3& a); friend const Vector3 Lerp(const Vector3& a, const Vector3& b, const Scalar& t); // returns an arbitrary perpendicular vector (not normalized) friend const Vector3 Perp(const Vector3& v); // comparisons (return 1 bit per component) friend int operator==(const Vector3& a, const Vector3& b); friend int operator!=(const Vector3& a, const Vector3& b); friend int operator<(const Vector3& a, const Vector3& b); friend int operator<=(const Vector3& a, const Vector3& b); friend int operator>(const Vector3& a, const Vector3& b); friend int operator>=(const Vector3& a, const Vector3& b); // validation bool IsFinite() const; }; //////////////////////////////////////////////////////////////////////////////// // Point3 __declspec(align(16)) class Point3 : public Vector4Base { public: // constructors Point3(); Point3(const Point3& v); Point3(float x, float y, float z); Point3(const Scalar& x, const Scalar& y, const Scalar& z); // construction to constant Point3(const Maths::ZeroTag&); Point3(const Maths::UnitXTag&); Point3(const Maths::UnitYTag&); Point3(const Maths::UnitZTag&); Point3(const Maths::UnitNegXTag&); Point3(const Maths::UnitNegYTag&); Point3(const Maths::UnitNegZTag&); // explicit constructors explicit Point3(const __m128 b); explicit Point3(const Vector4Base& v); explicit Point3(const Scalar& v); explicit Point3(const Vector3& v); explicit Point3(const Vector4& v); explicit Point3(const float* p); // assignment const Point3& operator=(const Point3& v); // assignment to constant const Point3& operator=(const Maths::ZeroTag&); const Point3& operator=(const Maths::UnitXTag&); const Point3& operator=(const Maths::UnitYTag&); const Point3& operator=(const Maths::UnitZTag&); const Point3& operator=(const Maths::UnitNegXTag&); const Point3& operator=(const Maths::UnitNegYTag&); const Point3& operator=(const Maths::UnitNegZTag&); // in place operations void operator+=(const Vector3& b); void operator-=(const Vector3& b); // operations friend const Point3 operator-(const Point3& a); friend const Point3 operator+(const Point3& a, const Vector3& b); friend const Point3 operator+(const Vector3& a, const Point3& b); friend const Point3 operator-(const Point3& a, const Vector3& b); friend const Vector3 operator-(const Point3& a, const Point3& b); friend const Vector3 operator*(const Point3& a, const Vector3& b); friend const Vector3 operator*(const Vector3& a, const Point3& b); friend const Point3 Abs(const Point3& a); friend const Scalar Sum(const Point3& a); friend const Scalar Dot(const Point3& a, const Point3& b); friend const Scalar Dot(const Vector3& a, const Point3& b); friend const Scalar Dot(const Point3& a, const Vector3& b); friend const Point3 Min(const Point3& a, const Point3& b); friend const Point3 Max(const Point3& a, const Point3& b); friend const Point3 Clamp(const Point3& v, const Point3& min, const Point3& max); friend const Scalar Dist(const Point3& a, const Point3& b); friend const Scalar DistSqr(const Point3& a, const Point3& b); friend const Scalar DistRcp(const Point3& a, const Point3& b); friend const Scalar DistFast(const Point3& a, const Point3& b); friend const Scalar DistRcpFast(const Point3& a, const Point3& b); friend const Point3 Lerp(const Point3& a, const Point3& b, const Scalar& t); friend const Point3 Homogenize(const Vector4& v); friend const Point3 HomogenizeFast(const Vector4& v); // comparisons (return 1 bit per component) friend int operator==(const Point3& a, const Point3& b); friend int operator!=(const Point3& a, const Point3& b); friend int operator<(const Point3& a, const Point3& b); friend int operator<=(const Point3& a, const Point3& b); friend int operator>(const Point3& a, const Point3& b); friend int operator>=(const Point3& a, const Point3& b); // validation bool IsFinite() const; }; //////////////////////////////////////////////////////////////////////////////// // Vector4 __declspec(align(16)) class Vector4 : public Vector4Base { public: // constructors Vector4(); Vector4(const Vector4& v); Vector4(float x, float y, float z, float w); Vector4(const Scalar& x, const Scalar& y, const Scalar& z, const Scalar& w); Vector4(const Vector3& xyz, const Scalar& w); // construction to constant Vector4(const Maths::ZeroTag&); Vector4(const Maths::UnitXTag&); Vector4(const Maths::UnitYTag&); Vector4(const Maths::UnitZTag&); Vector4(const Maths::UnitWTag&); Vector4(const Maths::UnitNegXTag&); Vector4(const Maths::UnitNegYTag&); Vector4(const Maths::UnitNegZTag&); Vector4(const Maths::UnitNegWTag&); // explicit constructors explicit Vector4(const __m128 b); explicit Vector4(const Vector4Base& v); explicit Vector4(const Scalar& v); explicit Vector4(const Vector3& v); explicit Vector4(const Point3& v); explicit Vector4(const float* p); // assignment const Vector4& operator=(const Vector4& v); // assignment to constant const Vector4& operator=(const Maths::ZeroTag&); const Vector4& operator=(const Maths::UnitXTag&); const Vector4& operator=(const Maths::UnitYTag&); const Vector4& operator=(const Maths::UnitZTag&); const Vector4& operator=(const Maths::UnitWTag&); const Vector4& operator=(const Maths::UnitNegXTag&); const Vector4& operator=(const Maths::UnitNegYTag&); const Vector4& operator=(const Maths::UnitNegZTag&); const Vector4& operator=(const Maths::UnitNegWTag&); // in place operations void operator+=(const Vector4& b); void operator-=(const Vector4& b); void operator*=(const Vector4& b); void operator/=(const Vector4& b); void operator*=(const Scalar& s); void operator/=(const Scalar& s); // operations friend const Vector4 operator-(const Vector4& a); friend const Vector4 operator+(const Vector4& a, const Vector4& b); friend const Vector4 operator-(const Vector4& a, const Vector4& b); friend const Vector4 operator*(const Vector4& a, const Vector4& b); friend const Vector4 operator/(const Vector4& a, const Vector4& b); friend const Vector4 operator*(const Vector4& a, const Scalar& s); friend const Vector4 operator*(const Scalar& s, const Vector4& a); friend const Vector4 operator/(const Vector4& a, const Scalar& s); friend const Vector4 Abs(const Vector4& a); friend const Vector4 Rcp(const Vector4& a); friend const Vector4 Rsqrt(const Vector4& a); friend const Vector4 Sqrt(const Vector4& a); friend const Vector4 RcpNr(const Vector4& a); friend const Vector4 RsqrtNr(const Vector4& a); friend const Scalar Sum(const Vector4& a); friend const Scalar Dot(const Vector4& a, const Vector4& b); friend const Vector4 Min(const Vector4& a, const Vector4& b); friend const Vector4 Max(const Vector4& a, const Vector4& b); friend const Vector4 Clamp(const Vector4& v, const Vector4& min, const Vector4& max); friend const Scalar MinComp(const Vector4& a); friend const Scalar MaxComp(const Vector4& a); friend const Scalar Length(const Vector4& a); friend const Scalar LengthSqr(const Vector4& a); friend const Scalar LengthRcp(const Vector4& a); friend const Vector4 Normalize(const Vector4& a); friend const Scalar LengthFast(const Vector4& a); friend const Scalar LengthRcpFast(const Vector4& a); friend const Vector4 NormalizeFast(const Vector4& a); friend const Vector4 Lerp(const Vector4& a, const Vector4& b, const Scalar& t); // comparisons (return 1 bit per component) friend int operator==(const Vector4& a, const Vector4& b); friend int operator!=(const Vector4& a, const Vector4& b); friend int operator<(const Vector4& a, const Vector4& b); friend int operator<=(const Vector4& a, const Vector4& b); friend int operator>(const Vector4& a, const Vector4& b); friend int operator>=(const Vector4& a, const Vector4& b); // validation bool IsFinite() const; }; //////////////////////////////////////////////////////////////////////////////// // Vector2 class Vector2 : public Vector2Base { public: }; //////////////////////////////////////////////////////////////////////////////// // Point2 class Point2 : public Vector2Base { public: }; #include "Vector.inl" #endif //BULLET_VECTOR_H